Friday, 9 August 2013

The locals are discussing the days farming unknown that several clicks away Comrades of the Southern States Communist Militia are preparing for a dawn raid to capture some supplies and send a message to the local Alliance forces.

Already Scout forces are speeding towards FS-Delta

Stay tuned for the next exiting episode....

Right then.....its time I start my solo campaign. Its the planet of Liberty one of the first colonised planets which was shared between the PLA, British Commonwealth and Russian United States of the Kirov system. Sadly for the Rusks the share was far from equal after the end of the First War of Liberty and now the Rusk's are wanting something more.

Rusk sponsored local militia forces are instigating trouble with their Rusk 'Instructors' as support.

Tuesday, 2 October 2012

Comrades ....Late yesterday evening the peaceful off world Mining Colony of Cheklin V was attacked without warning by Evil Imperial forces. The loyal forces of the Russian United States of the Kirov System were forced from the field after causing severe damage to the invading Imperial scum.

The Arden Defence forces arrived on the outskirts of the mining colony bringing with them a heavy MBT, 2 APCS and a utility vehicle. 4 fire teams and a 2 man HQ were mounted in said vehicles. Each trooper being highly skilled and veterans of the imperialist wars spreading across our colonies. The skilled troops D10 were lightly armoured with moderate morale and T2 weaponary

Our comrades forces included 4 fire teans D8 and morale of D10, lightly armoured and also using T2 weaponary. Two T552's MBT were also present. The colony was set up in the lower left quarter of the battlefield was was protected by a large reinforced bunker construction with 25mm Chain gun.

The first few turns saw the armored vehicles slowly approach the hidden forces surrounding the colony, advancing on the bunker. On MBT sighting the bunker the Imperial MBT started firing main tank and HMG rounds ineffecitvely into the bunker.
After several shots the Imperial APCs advanced to also fire upon the bunker system, with the scout vehicle moving slowly from cover to clove. At this point and with the APC moving to cover, the bunker 25 chain gun opened fire destroying the APC. Sadly...all but one figure of the two fire teams escaped to cover.

On the success, both Rusks MBTS churned into action and moved into shooting positions.
The next round saw a Rusk MBT hit yet fail to penetrate the Imperial MBT with its return fire causing castrophic damage to the firing MBT. The second Rusk MBT opened fire on the second Imperial APC and immobilised it. The bunker 25mm gun then finished it off, sadly after the Imperial fireteams had disembarked and moved to cover.
Next round saw the demise of our Comrades in the second MBT. A single hit causing taking out crew and tank. Just wait Imperialists until the new MBT's arrive from the motherland!

The next few rounds saw the Imperial MBT destroying the bunker complex, however two Imperial fireteams made a quick dash across cover to only to fall upon an ambush. The trap was sprung and both Imperial fireteams were taken out of the fight. One Comrade fireteam then fell to resulting MBT fire.

Bravely ignoring the incoming Tank fire, the Imperial forces were captured, however casualties were taken.
After several braze attempts by the Rusk Infantry and RPG teams and a failed ambush attack on the final Imperial fire teams all RUSK forces were forced to leave the field to fight another day.

All in all a very good game and with the addition of vehicles for the first time with the Tomorrows War rules a much improved experiance. A few errors were made, the different Dice types being forgotten for the tank teams and a few reaction mistakes, however despite that all very entertaining. Really starting to enjoy these rules. Just need to play them more, however with my new cabin and table all set up, I should have the time to do so! To add this was the first game in my new cabin!

Friday, 20 July 2012

So I finally made it to my club for a game of Tomorrows War. Ive been
promising to play it for quite a while, however sicknesses, work and the
family have all got in the way of it. Some of it happily! p.s that's
just in case wife reads....:)

Anyhow me and a club mate decided to give Tomorrows War a go and I set
up the scenario and provided the figures. A first proper outing for my
Neo Sov Troopers!!! horaahhh I hear!

Anyhow the scenario went along the lines of a Mining Corporation had
found a alien artifact on some far off planet and had called in for some
reinforcements. It was a strong merc force made up of ex serviceman,
good T2 equipment, however very little bottle for it. They wanted the
pay and no trouble.

What they had not realized, a small force of a Russian Union Stelkovy
Company had arrived earlier in the day. They planned a surprise ambush
until further forces could arrive. With short notice, the Russian Union
could only gather together some local state troops commanded by a senior
Intelligence officer whom had deciphered the information. There mission
was to hold and cause causalities. These Corp paid dogs had no stomach
for a firefight with the might of the Russian Union troops!

So the scene was set and the players took up position on the board. I
played the Russian Forces and Alaistair played the Mining Corp Mercs.

All russian forces were located on a drawn map in Ambush position awaiting first strike

Turns 1 - 3
Merc forces advanced in fire teams using overwatch ( A suprise as
Alastair had failed to use tactics previously, then again not a suprise
Id he had suffered massively for it!) and the Russian forces kept hidden

Turn 4 - A quick scurry across open ground was tooo tempting for a fire
unit based on a hill to overlook. The risk was that an overwatch force
had them in sight at distance, however I thought Id better get some
units on my table!

So one of my fire teams with an lmg opens up. A reaction from the over
watch team failed, so I got to shoot first. No damage....not.....not
even close
And in response from the over watch team and those fired on my fire team
was wiped out to a man. Well made inactive as nobody was around to help
with first aid! A rather poor start !

Turn 5 continued with a steady advance of the Mercs and my Russians
holding fire, I thought best to get them in close after my last ambush
effort!

Turn 6 - Again the Mercs presented a far to good an offer with a fire
team literally running blindly into another Russian fire team. Again a
smart Alastair had an over watch team covering the approach and another
team moving from the other direction.
A full Russian fire team with RPG fired down onto the Mercs and caused 2
to go down. The others in panic continued their run to cover. At that
moment the active over watch team and additional team let rip, taking
out the entire Russian fire team again!

Bad to worse!

So half my units down and only 2 casualties caused! One of which got up as a medic arrived in the next turn!
Turn 7 -8 saw more advances and a medic help a Merc up again. My downed
troops were isolated with no chance of a first aid check at all!
(Lesson learnt)
Turn 9 - The Mercs move slowly towards the artifacts last known location and into a built up mining town.
This gave me the opportunity to open fire with my remaining fire teams and HQ section!

The 2 fire teams holding the crater opened up on the nearest Merc troops
causing 2 casualties, however return fire from 2 fire teams wiped out
my fire teams! Some good dice rolling from Alastairs special dice. The
ones he only ever gets out for those 'special' moments.....for legal
purposes, that may or may not be true about the dice... Either way, I
was down to my HQ!
Which then promptly went as it tried to shoot up the Merc forces rifling
through my injured comrades from the previous ambush...sigh

Despite all that and the fact it was over in an hour, it was a very fun
game and first outing. I serioulsy over balanced the forces and really
should of had random reinforcments enter the game, or at least had
equal quality of dice! It really shows how much more effective D10
against D8 is and more importantly the good use of tactics and
fireteams, Which I hate to say Alastair used exceptionally well!
So next time - more balance and maybe some arty or vehicles. I will
certainly be adding any advantages to my own troops! They bloody better
win, Im still trying to pay for them!!!